Gravity Knight (5e Class)
From D&D Wiki
- 1 Gravity Knight
- 1.1 Creating a Gravity Knight
- 1.2 Class Features
- 1.2.1 Table: The Gravity Knight
- 1.2.2 Gravity Pool
- 1.2.3 Impact Reduction
- 1.2.4 Weightless Touch
- 1.2.5 Fighting Style
- 1.2.6 Gravity Strike
- 1.2.7 Gravity Aura
- 1.2.8 Ability Score Increase
- 1.2.9 Collision Force
- 1.2.10 Indomitable
- 1.2.11 Improved Gravity Strike
- 1.2.12 Empowered Aura
- 1.2.13 Increased Aura Range
- 1.2.14 Kinetic Passing
- 1.2.15 Black Hole
Those who can manipulate the forces which keep us grounded are called Gravity Masters. Gravity Knights on the other hand center these forces on one point, themselves. Gravity Knights enter the fray as the center of attention directing the flow of combat and providing utility all around. They are most well-known for being sturdy tanks that keep enemies distracted while their allies finish them off.
Creating a Gravity Knight
- Quick Build
You can make a Gravity Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength, and Wisdom.
As a Gravity Knight you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, History, Intimidation, Insight, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) martial weapon and a shield or (b) two martial weapons
- (a) light crossbow and 20 bolts or (b) two handaxes
- (a) dungeoneer's pack or (b) explorer's pack
|1st||+2||Gravity Pool, Impact Reduction, Weightless Touch||5|
|2nd||+2||Fighting Style, Gravity Strike||5|
|4th||+2||Ability Score Improvement||10|
|6th||+3||Ability Score Improvement||15|
|7th||+3||Indomitable (one use)||20|
|8th||+3||Ability Score Improvement||20|
|9th||+4||Improved Gravity Strike||25|
|10th||+4||Ability Score Improvement, Additional Fighting Style||25|
|12th||+4||Ability Score Improvement||30|
|13th||+5||Indomitable (two uses)||35|
|14th||+5||Ability Score Improvement||35|
|15th||+5||Increased Aura Range||40|
|16th||+5||Ability Score Improvement||40|
|17th||+6||Indomitable (three uses)||45|
|19th||+6||Ability Score Improvement||50|
Your training allows you to harness the force of gravity. Your access to this energy is represented by a number of gravity points. Your Gravity Knight level determines the number of points you have, as shown in the Gravity Pool column of the Gravity Knight table. You can spend these points in various ways to fuel various class features. When you spend a gravity point, it is unavailable until after you finish a short or long rest.
When you take physical damage from a force you are aware of, as a reaction you may spend a number of gravity points equal to 1 + 1/2 the Attacker's CR to reduce the attacker's damage in half.
Your manipulation of gravity makes things you wear feel almost weightless. Your armor's Dex modifier max is 1. At level 3 it becomes 2. At level 6 it becomes 3. At level 9 it becomes 4 and then at level 12 You suffer no weight penalties with armor equipped and you can add your Dex modifier to your AC.
At 2nd level and again at 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
At 2nd level your strikes on your foes have the capability to be enhanced by gravity's force to great extremes. On a successful melee strike, you can expend 1 gravity point to deal an additional 1d6 force damage. You can spend additional gravity points equal to 1/2 your level to deal an additional 1d6 force damage for each additional point spent.
At 3rd level you are capable of surrounding your self in a field of various gravity effects that are under your control. By spending 5 gravity points and a Standard Action you can put up this aura with one of the effects below. Maintaining this aura costs 1 point per round. Also a number of allies in your aura are unaffected equal to your level + Wis modifier. The DC save while within this aura is 8 + proficiency bonus + Con modifier. The aura's radius is 10ft.
Enemies within your aura must make a Strength saving throw at the start of their turn. If they fail the save they are pushed outside of your aura's radius.
Enemies within your aura must make a Strength saving throw at the start of their turn. If they fail the save they are brought next to you.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
When you reach 5th level, half the damage taken by enemies is regained as temporary gravity points that must be spent by the end of your next round in combat.
Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Improved Gravity Strike
At 9th level, when you make a gravity strike, your enemy must make a Con save. If they fail, they are knocked prone. Also as long as you are in your gravity aura, you have advantage on melee strikes on enemies.
At 11th level, you may enhance the effect you put on your gravity aura at the cost of double the initial gravity point cost and upkeep.
- Forceful Push
When the save is failed, enemies are pushed double the distance.
- Aggressive Pull
When the save is failed, enemies are also staggered.
Increased Aura Range
At 15th level, the gravity aura's radius increases to 30ft.
At 18th level, whenever you spend gravity points, you immediately gain temporary hit points equal to how many points spent that last until the end of combat.
At 20th level, you may expend all gravity points you have currently in your pool to do 1d12 x the number of points spent force damage to everything inside the aura (This includes yourself and allies). Everyone inside must make a Con save to halve the damage. This ability can only be used once per long rest.